View Full Version : Advanced Coding

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  1. Use instancing to produce several copies of one scene packed in one texture
  2. Retrieving average 32F depth buffer value
  3. Front faces, back faces and edge-on faces
  4. webgl rotate texture on the face of cube around itself
  5. Render to Far Plane (gl_Position.z = 1)
  6. glBlitFramebuffer of GL_DEPTH_STENCIL_ATTACHMENT is not working
  7. Why shouldn't I use Immediate Mode for 2D?
  8. Stencil Buffer after resizing
  9. OpenGL drawing lines using mouse pointer
  10. Problem getting shadow mapping to work correctly
  11. SSBO alignment question
  12. Problem going from 2D texture to 2D texture array
  13. glColor4f fails to set color
  14. How to know a particular vertex location is visible
  15. Projection
  16. Multisampling Sample Positions > 4
  17. Copy Crop of Multisample Texture , alpha to coverage
  18. Memory-eating FBO bug on Intel graphics cards?
  19. Effects of driver-sided program re-linking
  20. How to use a color texture to store a depth map for Variance shadow mapping
  21. How do i give an offset into a persistently mapped Uniform Buffer efficiently?
  22. Uniform buffer objects
  23. How to efficiently work with the GPU with OpenGL?
  24. Register Max count
  25. glDrawElementsInstanced not working, what am I doing wrong?
  26. YUV video data to RGB converstion in Qt
  27. Using Shaders Efficiently
  28. Best method to check if a function is available
  29. Transform Feedback: batch several feedbacks together
  30. multiDrawIndirect drawbacks?
  31. opengl , octrees and vbos
  32. OpenGL ES 3.x Manpage bug: glFramebufferRenderbuffer return type incorrect?
  33. Ray Picking vertices
  34. Vertex attributes - separated components
  35. Shadow mapping, need help with framebuffer
  36. Deferred PBR materials
  37. How to define OpenGL camera movement using MFC OnKeyDown and OnKeyPress..??
  38. Memory leak during shadow mapping pass is driving me insane!
  39. What is Batch Rendering?
  40. Clearing DEPTH_COMPONENT of type UNSIGNED_SHORT in gles2 using OES_depth_texture
  41. glGetTexImage yields slanted image with wrong content (no GL_(UN)PACK_ALIGNMENT!)
  42. Very odd problem with Reflection vector
  43. Minor OpenGL ES 3.2 spec bug/question re: glDispatchCompute
  44. Odd reflection problem occurs yet again!
  45. Discontinuous ray casting through 3D texture
  46. Re-create FBO (frame buffer object) each frame
  47. glMapBuffer(...) returns null pointer if another application occupied first 32G ram
  48. OpenGL Voxel Engine chunks won't render
  49. Pixel-based effects and screen DPI dependency
  50. Optimal Texture Transfer Formats and GL_BGRA
  51. REV external formats
  52. is this GPU hang?
  53. Calculating Normals analytically (Jacobian Matrix?)
  54. Removing hidden edges
  55. Using Shader Buffer Objects with Double or Triple Buffering
  56. Using bitfieldInsert() to pack flags into G-Buffer
  57. Questions about Deferred shading and its implications for shadows and lighting
  58. how to conditional render different mesh LODs
  59. imageStore on RGB formats
  60. Understanding of GL_CLAMP_TO_*
  61. Separated Shader Objects : not declared in input from next stage.
  62. Would it be acceptable to use texture as a blob of data for armature transformation?
  63. Mesh simplification & decimation algorithms
  64. Compound shadows
  65. VentureReality Engine v0.1 alpha preview.
  66. Vertex shader in program 2 is being recompiled based on GL state
  67. Wicked GLsync? or I am expecting TOO much?
  68. ARB_bindless_texture on AMD 7970
  69. how to render the edges smoother?
  70. How to store a texture in memory and render a small portion of it
  71. Manual glGenerateMipMap generation in C++
  72. Mouse picking with OpenGL
  73. Depth buffer doesnt work when using Multisampled Antialiasing
  74. OpenGL UBO performance issue XOR fence sync problem
  75. Approach to fill a line_strip in openGL
  76. Attempting to convert code from Fixed Function Pipeline to Programmable
  77. VAO, IBO, VBO, vertex-attributes, uniform variables, program objects --- how workie?
  78. Trouble with Gerstner Waves Normals
  79. Black screen on embedded board
  80. Per-sample operation performance problem for deferred shading with MSAA
  81. Framebuffer outputs black on resize
  82. glViewPort and Framebuffer
  83. how to implement bindless textures efficiently ???
  84. Async buffer copies from fbo->pbo, am I doing it wrong?
  85. Low framerate during first seconds.
  86. SSAO halo artifact induced by blurring
  87. Nurbs Surface of a dynamically list of vertexes
  88. Clear a single cubemap in a cubemap Array
  89. How to draw a texture using glDrawTexiOES?
  90. Is their any equivalent of glDrawTexiOES (OES_draw_texture) under opengl 2.0?
  91. Relationship between gl_FragDepth and fixed function depth test?
  92. Does OpenGL/GLES has a default vertex attribute format?
  93. How to use VAO with OpenCSG library
  94. Question about Tessellation Control Shader
  95. Depth testing in sprite based game with transparency
  96. Cost of using functions instead of a variable
  97. Question about FBX/ASSIMP - skeletal animation
  98. glDrawTransformFeedback() outputs only the first captured primitive
  99. Why does my terrain have strange line segments?
  100. (GL 4.6) How to write parameter buffer from shaders?
  101. How can I control my Tessellation factors?
  102. Why is my Geometry Shader meshes moving when I move my camera?
  103. coordinates of the vectors that made up shadow
  104. Disabling Texture filtering completely in Modern Opengl
  105. Can you use sampler2D and sampler2DShadow on the same texture?
  106. Trying to Create an OpenGL ES Context on Windows (HELP)
  107. Deferred Rendering Optimization: keep a copy of buffers for objects that don't move?
  108. Lighting ring artifact!
  109. Closed-loop FBO operation, practical application
  110. make game
  111. Compute Shader Performance Issues
  112. How to do optimized segmented rendering of Background and Foreground objects ?
  113. GLSL line rendering is slower than fix function.
  114. Convert GL_UNSIGNED_INT_24_8 packed depth stencil to float depth
  115. glBufferData just one time at start
  116. Performance question: Switch shaders, or use empty texture
  117. Is glTF 2.0 a good format?
  118. Compound shadows
  119. strategy for glMakeTextureHandleNonResidentARB(...)
  120. "uninitialized value" error
  121. ProgramBinary on Intel HD 4000
  122. Sampling Depth Buffer returns only Zero!
  123. Best solution for dealing with multiple light types
  124. Multiview framebuffer targets
  125. Draw line with polygon in opengl
  126. Shadow mapping & deferred rendering problem
  127. Normal Mapping with TBN Matrix does not work properly (yet)
  128. Convert a 3D textured mesh to a colored 3D (color per vertex)
  129. Slipt edges as smooth transition between objects
  130. Framebuffer
  131. Streaming several (YUV) videos using OpenGL
  132. glxSwapBuffers and glxMakeCurrent when streaming to multiple X windowses
  133. Reading pixel intensities from a displayed image
  134. Updating a texture in the background / slow upload?
  135. Undersampled 3D texture when zooming
  136. Index Buffer / Shadow Index Buffer ... don't understand the code:
  137. Drawing a curve over a curved surface
  138. General questions regarding persistently-mapped buffers
  139. Alpha Value
  140. Am I missing something with ESM?
  141. Blending not yielding the results as expected, trying to make images overlap...
  142. Multithreaded Texture downloading issue
  143. Framebuffer
  144. Cutout blending with minimum passes
  145. Transform feedback tutorial, not getting the desired output?
  146. Gizmo Library for OpenGL
  147. How to render to a subsection of a cubemap array?
  148. OpenGLES 3.1 - transform feedback vs. compute shaders
  149. Primitive Restart Index inside Geometry Shaders / How to detect?
  150. How to render to render to a 3D texture to voxelize a given subsection of the scene?
  151. Deferred lighting, light volumes and hard edges
  152. glBlitFramebuffer() from (or to) specific texture layer
  153. "VBO discarded". Most part of VBO overridden with 0 (zeroes).
  154. Handling sub-views in a deferred renderer
  155. OpenML - compile on xcode
  156. Something Gone Wrong!
  157. Adaptive trimmed NURBS tessellation
  158. OpenGL Performance is rather poor
  159. Question about GPU-CPU Sync, also unrelated question about multithreading
  160. best way to store a massive amount of data available to a shader pogrom
  161. Best way to effectively disard fragments
  162. Methodology rending large amount of objects openGL
  163. avoid tearing effect in a camera acquisition project
  164. Still having problems with calling glTransformFeedbackVaryings
  165. Dual source blending?!
  166. Tips for programming easily-Portable OpenGL 3.3 code?
  167. Deferred Shading versus Deferred Lighting
  168. Parsing an OBJ file to add triangles to a Bullet Physics Triangle Mesh
  169. Transform Feedback and Instanced Arrays
  170. Infinite Menu (Perspective) Wall
  171. MSAA FBO with depth -> not working
  172. Use of Pixel Buffer Objects with multithreading
  173. Lod caculation for this shader
  174. Getting Worldspace Coordinates from Stored Coordinates
  175. Write Fragdepth to FBO
  176. Issues sending texture to compute shader
  178. Bindless textures without NV_gpu_shader5 possible without gl_drawID?
  179. Poor Performance with Point Light rendering in a Deferred Rendering pipeline?
  180. Rendering voxelized scene into a 3D texture
  181. Multi-Texture Terrain
  182. Optimizing cascaded shadow mapping
  183. Texture updates not appearing for 1 frame?
  184. Does swapping VBOs cause CPU : GPU Sync?
  185. MD5mesh smooth normal calculation
  186. Layered rendering FBO
  187. fract() and mipmapping. How would I solve this?
  188. Creating an OpenGL context for use with > 2.1 core
  189. Can OpenGL and WebGL share a set of bindings?
  190. Deferred shading implementation
  191. Win 10 OpenGL
  192. How to best deal with colors and normals
  193. glGenTextures() lags when vsync is enabled
  194. Provide GL state for shader precompilation in order to prevent minor hickups.
  195. Doubts about GlTexGenfv
  196. Most efficient way to render into a 3D texture
  197. Animating Model with Rotation About Single Axis
  198. Use many little Textures or one big?
  199. Select points with mouse in 2D space?
  200. Faces with more than 3 vertices
  201. Depth Testing not working on AMD cards
  202. Access mipmap of a samplerCubeShadow in GLSL
  203. Implementing Texture Arrays
  204. Why sometimes the matrices in an UBO are transposed in Intel GPUs?
  205. Gemotry Pass to cullin & Transform Feeedback Buffers
  206. Use a texture to store information from fragment AND/OR vertex shader (Random write)
  207. Pixelwise occlusion detection in Opengl
  208. Blit two textures
  209. proper forum for ...
  210. NVIDIA Mesh Shading
  211. Is it possible for OpenCL to obtain a pointer to the OpenGL backbuffer for a window?
  212. How to implement cascade shadowmapping
  213. Multiple Render Targets and MSAA framebuffer
  214. Supporting 30 Bit Color monitors (10 bpc)
  215. PNG image overlay on PBO texture/quad while retaining transparency
  216. GL_POINT_SPRITE_COORD_ORIGIN performance on current hardware
  217. Using glViewportArray for stereoscopic rendering on AMD cards
  218. Is uber shader with if statements still bad practice?
  219. Draw texture without perspective on mesh with perspective depth
  220. clCreateFromGLBuffer crash
  221. Minimal Instanced Tiled Map With Focus On Performance (i.e. Dwarf Fortress)
  222. Accessing Win32 window on two threads = massive slowdown
  223. Strange error when copying texture to fbo
  224. PBO + glCompressedTexImage2D async is slow (DXT)
  225. Texture buffers are much slower than uniform buffers
  226. Drawing to large bitmap with OpenGL
  227. Best way to sort of transparent particles into GPU without CPU using GS pass?
  228. OpenGL 3 and tessellation
  229. retrieve opencl platform that match the opengl one
  230. The parallel capability of modern GPUs with openGL
  231. Unexpected performance results about instance and using indirect buffers
  232. PBO+mipmap DXT, reusing texture ID handler
  233. Layered rendering cubemap
  234. Is there a way before GL_ARB_program_interface to query the layout(binding = X) value
  235. glEnable(GL_DEPTH_TEST) causes flickering
  236. Grass shader
  237. optimization: ... color picking from FBO attachment without stalling the pipeline
  238. Strange problem with textures
  239. Problem with offsetting gl_DrawID
  240. caching mechanism in OpenGL????
  241. Client Side OpenGl Rendering a line issue
  242. Drawing a 3D Sphere with a circle on its surface
  243. Vertex buffer management with indirect drawing
  244. Problem with glScissor test.
  245. How to compute the average color of fragments drawn at the same place.
  246. How to use the stencil buffer to increment a value each time a fragment is drawn ?
  247. Avoid distorted appearance when window manager auto-resizes first/toplevel window
  248. Problem with FBO, target depthTexture and stencil not good.
  249. Problem when rendering transparent sprite.
  250. Stencil buffer values not good.